Dear Friends at Epic,
From what I’ve observed it is quite easy to make a morph target that has no concern for the skeleton at all, and could even be used in place of skeletal animations.
I love the feature of being able to use complex collision as simple for static meshes
if you could enable me to import morph targets on static meshes, and set up the code structure for setting morph targets using same function that exists for skeletalmeshcomponents
/**
00226: * Set Morph Target with Name and Value(0-1)
00227: */
00228: UFUNCTION(BlueprintCallable, Category="Animation")
00229: void SetMorphTarget(FName MorphTargetName, float Value);
Then I could use morph targets to make dynamically changing world geometry, that has proper morphing collision
example: a rectangle that morphs into a sphere, and the collision changes too, because of complex as simple
Rama